[SP/CO-OP] Operation Flying Thunder - ED Forums
 


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Old 08-02-2020, 09:56 AM   #1
rmk80
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Default [SP/CO-OP] Operation Flying Thunder

Hi,

The last few months I have been working on this mission and I think it is ready for release. It is similar dynamic/randomised as my previous mission (Persian Power) but has a different gameplay concept. I hope you guys enjoy it

MISSION GAMEPLAY

The goal of this mission is to capture all mission airbases. The mission airbases on the map and to which side they belong can be edited in the mission editor. The mission airbases are marked on the map by circles when the mission is running. There is a SAM site protecting every airbase that is being operated by a side (Red or Blue). When a SAM site is destroyed the airbase becomes ‘Neutral’ and both sides are able to capture the airbase.

Capturing is automatically done by transport planes. As soon as a transport plane touches the runway, the airbase is captured by that side and a new SAM site is spawned for that side. By turning transport planes off in mission settings, the gameplay can be switched to instant capture.

Every airbase automatically generates a maximum number of CAP and SEAD flights that can be set in the mission settings. CAP flights try to defend the airbase from which they operate. SEAD flights try to destroy the enemy SAM sites, so airbases can be captured. Flights that are killed take a lot longer to respawn then flights that return to their own airbase. Unit type of flights and spawn timers are all randomized.

Your role is as you see fit. Help destroying SAM sites, engage enemy SEAD flights, protect your transport plane while capturing an enemy airbase, and so on.

Progression is saved. The save file contains the mission airbases and side that is operating them. The save file also contains all SAM units. So every SAM unit you destroy is saved. All planes are not saved and are generated again every mission start.

REQUIREMENTS

You need to have the Persian Gulf map. I added most modules as playable slots (Cold and Hot starts). You can however easily add your own slots in the mission editor.

To be able to save progression, you need to comment out (put -- in front of it) these lines in the MissionScripting.lua file in the DCS World\Scripts folder:

Code:
do
	--sanitizeModule('os')
	--sanitizeModule('io')
	--sanitizeModule('lfs')
	require = nil
	loadlib = nil
end
Forgetting to do so will result in not being able to run this mission!

MISSION SETTINGS

The following settings can easily be changed in the mission editor:

DEBUG: Valid values are true or false.
This is for testing purposes only. Leave it at false.

AIskillBLUE: Valid values are "Average", "Good", "High", "Excellent" or "Random"
This sets the skill level of AI units on the Blue side

AIskillRED: Valid values are "Average", "Good", "High", "Excellent" or "Random"
This sets the skill level of AI units on the Red side

spawnType: Valid values are SPAWN.Takeoff.Air, SPAWN.Takeoff.Runway, SPAWN.Takeoff.Hot and SPAWN.Takeoff.Cold
This sets how AI flights are spawned (on ramp, on runway or in air). Default is SPAWN.Takeoff.Hot which is most immersive.

despawnType: Valid values are "SHUTDOWN" and “LAND”
This sets how AI flights get despawned (removed). On landing or on shutdown (default).

randomTarget: Valid values are true or false.
If true, SEAD flights pick a random target. If false they pick the nearest target.

enableConquer: Valid values are true or false.
If true, the mission starts with both sides only having 1 airbase (defined as HQ in settings). If false, the mission starts with both sides having multiple airbases (as defined in settings). This only is possible if transports are enabled.

fastTransport: Valid values are true or false.
If true, transport planes and their escorts spawn in air. If false, they use the global setting.

enableClientESCORT: Valid values are true or false.
If true, clients can request escort flights. If false, this is disabled.

enableTRANSPORT: Valid values are true or false.
If true, airbases are captured by transport planes and become “Neutral” when they are lost. If false, transport planes are disabled and capturing of airbases is instant (if “Blue” loses its airbase it becomes “Red”)

enableESCORT: Valid values are true or false.
If true, escort flights are spawned with transport planes. If false, they don’t.

enableAWACS: Valid values are true or false.
If true, AWACS spawns for both sides. If false, no AWACS.

enableTANKER: Valid values are true or false.
If true, TANKER spawns for both sides. If false, no TANKER.

enableSEAD: Valid values are true or false.
If true, SEAD flights spawn for both sides. If false, no SEAD flights.

enableCAP: Valid values are true or false.
If true, CAP flights spawn for both sides. If false, no CAP flights.

enableRepair: Valid values are true or false.
If true, SAM sites get repaired (=respawned) randomly between 60 to 120 minutes. If false, they don’t.

enableMonitorTaxi: Valid values are true or false.
If true, a script is running to try to remove wrecks/planes that get damaged when they are taxing to prevent stalling the airbase. Turn off for performance or gameplay reasons.

enableWeaponsFreeSEAD: Valid values are true or false.
If true, SEAD flights are weapons free and will engage other flights they encounter. This leads to much more chaos. If false, they stick to their mission.

enableWeaponsFreeCAP: Valid values are true or false.
If true, CAP flights are weapons free and will engage all flights they detect. This leads to much more chaos. If false, they stick to their mission.

maxSeadPerAirbase: Valid values are integers (1,2,3,4,)
This defines the maximum number of SEAD flights that are operational per airbase. Change for performance/gameplay reasons.

maxCapPerAirbase: Valid values are integers (1,2,3,4,)
This defines the maximum number of CAP flights that are operational per airbase. Change for performance/gameplay reasons.

MENU OPTIONS

Show mission status
This shows all missions airbases and their current status (which side).

Show mission settings
This shows all mission settings as set in the mission editor.

Show airbase info
This gives you the option to get airbase information (status, coordinates and SAM units alive) of an specific airbase.

Request ESCORT
This gives you the option to request an escort. While alive, you have the option to cancel it again. Note that escorts have the same spawn timer as other flights. So once killed, it will take some time before it is available again. You will be notified of this.

Select A2G target
Select a SAM target and get the relevant information (coordinates).

Select A2A target
Select an air target and get the relevant information (distance and heading).

Target menu
If a target is active, use this option to get target information (like JDAM coordinates)

Client Settings
You have the options to disable (beep) sounds and mission messages, in case you find this annoying.

CREDITS

Operation Rolling Thunder is a scenario entirely made with help of the fantastic M.O.O.S.E framework (credits to FlightControl).

I used an edited version of the Simple Group Saving script by Pikey May (credits to Pikey, Speed & Grimes and FlightControl) to save progression.
Attached Files
File Type: miz Flying Thunder PG v092.miz (1.12 MB, 34 views)

Last edited by rmk80; 08-02-2020 at 11:30 AM.
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Old 08-02-2020, 10:45 AM   #2
sirrah
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Awesome rmk80! Thanks

I really enjoy Persian Power, so I'm sure I'm gonna like this one as well. Gonna try it out as soon as I get the chance.

EDIT
Some feedback after three sessions (flying the F-16).
First of all, well done! There's a lot going on and I really like the flexibility of choosing what role I like to play.

Possible bugs/missing items:
  1. During my first mission (SEAD) I was able to destroy all SAM targets on Qehsm. The SAM site however did not attack me (although it could be possible that one of the allied SEAD flights already took out one of the essential units)
  2. During my second mission (CAP), I saw a message that AWACS was activated, but it actually hadn't. Wasn't able to see it in F2 view, nor did it show in the radio menu.
On my third mission, AWACS did spawn again by the way

Nice to haves:
  1. For the more modern planes, it would be nice to have a few preset waypoints. E.g. waypoints over the bases that can be captured.
  2. I'd suggest you also add some AAA guns to the airfields defense
  3. When my allied cargo plane landed on Qehsm I didn't see a message saying I captured Qehsm (or did I maybe miss that?). It did trigger allied plane spawns on Qehsm.
  4. The distance from Al Ain to the nearest target (Qehsm) is a bit far. The mission feels really intense and fast. The long transit flights take away a bit of that action. It would be so cool if the client was able to spawn from the base he just captured.
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Last edited by sirrah; 08-03-2020 at 12:46 PM.
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Old 08-03-2020, 07:40 PM   #3
rmk80
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Thanks for your feedback, that is greatly appreciated

Quote:
[*]During my first mission (SEAD) I was able to destroy all SAM targets on Qehsm. The SAM site however did not attack me (although it could be possible that one of the allied SEAD flights already took out one of the essential units)
I believe this is either because the site has been attacked and is indeed missing essential units, or they have run out of missiles and are reloading/re-arming. It is difficult to find a balance between sending out al lot of AI SEAD flights (with the risk of sites that are destroyed too fast) and a mission that is developing too slow. Maybe I need to fine tune some of the timings setting, but I recognise this behaviour. Especially if you are late to the party

Quote:
[*]During my second mission (CAP), I saw a message that AWACS was activated, but it actually hadn't. Wasn't able to see it in F2 view, nor did it show in the radio menu.
This definately should not happen. Are you sure you got the message 'AWACS from XXX'? Although I send the message before the spawning of the unit and this can take some time. Next time you notice something like this, please check your log files for any 'traceback' messages after playing.


Quote:
[*]For the more modern planes, it would be nice to have a few preset waypoints. E.g. waypoints over the bases that can be captured.
I don't believe this is possible with all differente modules. I have tried this before and failed

Quote:
[*]I'd suggest you also add some AAA guns to the airfields defense
I could add some to the SAM template (easy fix), but that means you also must destroy them to capture the airbase. Another option is to just spawn them and despawn them when the SAM gets destroyed.

Quote:
[*]When my allied cargo plane landed on Qehsm I didn't see a message saying I captured Qehsm (or did I maybe miss that?). It did trigger allied plane spawns on Qehsm.
You do get a message (' Blue has SEIZED control of XXX'), but it is only visible for 10 seconds. It is easily missed. Maybe I could make some messages appear longer.

Quote:
[*]The distance from Al Ain to the nearest target (Qehsm) is a bit far. The mission feels really intense and fast. The long transit flights take away a bit of that action. It would be so cool if the client was able to spawn from the base he just captured.
True, I noticed this as well. I have been thinking about a different layout of the Blue and Red Airbases, because it is hard to activate and deactivate client slots, especially with so many modules. So far I haven't figured it out yet.
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